void OnMouseDrag() { float mousePositionX = Input.mousePosition.x; float mousePositionY = Input.mousePosition.y; //Debug.Log(mousePositionX.ToString() + " - " + mousePositionY.ToString()); Vector3 currentScreenPoint = new Vector3(mousePositionX, mousePositionY, m_ScreenPoint.z); Vector3 currentPosition = Camera.main.ScreenToWorldPoint(currentScreenPoint) + m_Offset; if (!player.touchCancel) { transform.position = currentPosition; /*腕と足の第二部位の制御が難しいので第二部位だけはSlerpでpositionを移動させる*/ //transform.position = Vector3.Slerp(transform.position,currentPosition,); //動かし続けるとライフが一つ減る if (lifeCnt <= Cnt) { sleepGauge.hitEnemy(false); Cnt = 0; } Cnt += Time.deltaTime; } }
void OnCollisionStay(Collision other) { //敵との衝突判定 if (other.collider.tag == "Enemy" || other.collider.tag == "Enemy2") { if (!hit) { //衝突時快眠ポイントを減らす sleepGauge.hitEnemy(true); } hit = true; } }
void OnMouseDrag() { float mousePositionX = Input.mousePosition.x; float mousePositionY = Input.mousePosition.y; //Debug.Log(mousePositionX.ToString() + " - " + mousePositionY.ToString()); Vector3 currentScreenPoint = new Vector3(mousePositionX, mousePositionY, m_ScreenPoint.z); Vector3 currentPosition = Camera.main.ScreenToWorldPoint(currentScreenPoint) + m_Offset; transform.position = currentPosition; //動かし続けるとライフが一つ減る if (lifeCnt <= Cnt) { sleepGauge.hitEnemy(false); Cnt = 0; } Cnt += Time.deltaTime; }